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duplicity
11-03-2008, 07:54 AM
<p>I know there is already an issue list, but its out of date, maybe this could be added to it once ideas have been collated. (also, this has been posted on another forum.)</p><p>So we can make it easier for the Devs to see our current issues with the new AA line up, I thought it would be better to make a pros and cons list. Those in beta (I am not in beta, but have started the list with problems I can immediately see from other posts, this list is not new ideas. Just problems mention by others presented so Devs can see it), please post the problems and I will add them to this list. I know release is getting near, but it might not be too late. ISSUES: Cons: Iron Stance - it's great the stun has been removed, but please make it on the first point spent and not the last. The ability is useless until then. Fall of the Phoenix - this is a waste of an AA. How about replace it with a group stoneskin or group Critical Mitigation buff. Raid Buff (Mindful) Nerf - this has been nerfed too hard. Biting Cobra enhancement - this needs to cover more than just one CA. 50% Damage gives heal AA(whats the name?) - this needs to react when a lower amount of damage is done.</p><p>AE Aggro - maybe a 'Crane Flock' (although with shorter recast) style taunt ability instead of group FD enchancements. Or make our taunt proc AE Pros: Brawler STR line - removal of weapon restriction, this is great! Thanks for this one! <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /> Iron Stance - apart from the stun being removed on the last point spent, its great to be able to finally use this ability. Please add any additions to this. ty Daae</p>

BChizzle
11-03-2008, 08:02 AM
<p>AE Agro, we just to produce enough of it to be effective tanks.</p>

EQ2Luv
11-03-2008, 06:11 PM
<p>Can we add "strikethrough on tsunami breaks our class defining ability (which was already no longer class-defining b/c they gave it to almost everybody else)"?  We won't even be able to pull a mob in without risk of getting one-shotted by strikethrough, and if I pick up an add I doubt the healers will have time to put heals on me.</p>

mr23sgte
11-03-2008, 07:09 PM
<p>Just bend over and enjoy it IMO ....after weeks of posting in beta about the WEAK AA's, Monk being non-balanced fighter comparison and raidwide nerf general we get responses like:</p><p>"<span ><span style="color: #d2c5a9;">The change to this was intentional because a fighter should not be solely brought for the bonus of the buff.  I'd rather see a monk brought for a variety of reasons ranging from tanking, dps and the buff contributions.  The buff is pretty strong still with a nice casting speed and haste boost.  Bruiser, sk and pally are being brought more inline with the next update though to give small base amount boosts to combat arts/taunts, spells and heals respectively.  Berserker has dps now as well so everyone should have some smaller boosts which are nice but not something that is deemed mandatory.  Also the brawlers each buff 2 things which still keeps their desirability up on a raid for a raid spot.</span></span> "</p><p>and one of my favorites</p><p>"<span ><span style="color: #d2c5a9;">All fighters do use the same base auto attack modifiers and share that with predators.  The rogues and bards are slightly less and I mean slightly.  Brawlers do have the highest base hit point modifier followed by warriors and then crusaders.  Again the differences are relatively small though and easily overcome by race, character traits, gear, spells or achievements which is probably why you see more guardians at the top.</span></span> "</p><p>Lets not forget this one on Dev Fist our new 5 min recast with no 25% to heroics</p><p><span ><span style="color: #d2c5a9;">'The way hitpoints are going up though that portion of the skill just had to be altered.  Percentages can be evil in that respect because its a true percentage.  As we try to make content harder and adjusted for increased dps that involves increasing the hitpoints.  As the hit points keep going up that skill goes beyond what the top dps classes can do on their best skills.  this way is a decent compromise since you still have your insta kill for weak things but at the same time you get a balanced attack for group and raid encounters.  It can also crit again as well so you do have the additional crit damage that you are not accounting for that didnt exist in the past.</span></span> "</p>

easycheese
11-03-2008, 07:14 PM
<p><cite>Hereo@Unrest wrote:</cite></p><blockquote><p><span ><p>Since we can't discuss this without trolling and attacking each other on personal levels, I'm locking this down.</p><p><img src="http://i12.photobucket.com/albums/a235/Kiara__/kiaraaltaras7.jpg" width="500" height="150" /></p></span> </p><div></div> <hr /></blockquote><blockquote>The other thread was locked so im posting this here. How about someone actually give some feedback on what all these monks are saying. How about Kiara do something constructive instead of locking threads...I dont know whats so confusing about the fact that if monks arent fixed nobody is gonna play them ... thus soe fails.</blockquote><blockquote>SONY TRY NOT TO MESS THIS EXPANSION UP LIKE THE 3 BEFORE IT> LISTEN TO YOUR PLAYERS JUST ONE TIME ... </blockquote>

Xanrn
11-03-2008, 07:55 PM
<p><strong>There are MAJOR problems with the TSO Monk Tree</strong></p><p><span ><p><span style="text-decoration: underline;"><strong>Brawler Tree.</strong></span></p><p><span style="color: #ff0000;">Taunt Increase</span> : Fine but needs to apply to Dragonrage aswell.</p><p><span style="color: #ff0000;">Raid Buff</span> : Fine.</p><p><span style="color: #ff0000;">AoE Damage</span> : Rubbish, 15% damage increase is crap and the recast reduction is half what it needs to be. Needs to be atleast 5% damage increase, 2% crit increase, 0.2 second recast reduction per point.</p><p><span style="color: #ff0000;">Shocking Hands</span> : This thing is so laughable its sad, 15% dmg increase which is like an extra 30 dmg per trigger. Needs atleast 5% dmg increase, 1 extra trigger per point and 5 points makes it group/raid wide.</p><p><span style="color: #ff0000;">Deflection Boost</span> : Always good.</p><p><span style="color: #ff0000;">Deflection Boost on Mid and Def stances</span>: Fine.</p><p><span style="color: #ff0000;">End Ability</span> : How many damm times most it be said 50% triggers suck before you listen? Needs 30% of Max HP and a recast reduction.</p><p><span style="text-decoration: underline;"><strong>Monk Tree.</strong></span></p><p><span style="color: #ff0000;">Peel Increase</span> : Peel needs any help why? Take it out and replace it with DPS or Utility.</p><p><span style="color: #ff0000;">Protection of the Phoenix  </span>: Oh come on this AA couldn't be more of a waste if you tried. If you want to give us a Group AoE Blocker Fine, just don't tack it onto to our Group Feign... Take it out and Try Again.</p><p><span style="color: #ff0000;">Bite of the Cobra</span>: Oooh another small increase to 1 CA, wow. It needs to apply to ALL Combat Arts. You do realise I do more damage with an autoattack hit with a fabled T8 raid weapon let alone my Mythical Epic, than I do with the majority of my CAs at Master I? 3% per point means nothing to a Monk, 15% might look good to an Assassin but do Monk I am lucky if its an extra 200 damage.</p><p><span style="color: #ff0000;">Focused Follow Up</span> : Doesn't do what it says on the Tin. It doesn't add an additional Higher Damage Attack when all 5 Hit. Before you spends AA in this. the Art looks something like this.</p><p>300-500 Attack, followed by 4 250-350 Attacks. After the AA it looks like 400-700, followed by 5 250-350 attacks. (yes I made the numbers up as an example).</p><p><span style="color: #ff0000;">Mitigating Blows</span> : Fine but it needs to remove the stun when you spend 1 point.</p><p><span style="color: #ff0000;">Mediative Healing </span>: Who the hell knows, I can't think up anyway to test this AA to make sure it even works let alone find out what it does. Just change it into 3% of Dmg is turned into heals per point.</p><p><span style="color: #ff0000;">Bob and Weave</span> : Just awful, we don't need an inferior Tsunami on a longer recast. I mean come on its 20% Dodge and 20% Parry on a 4! minute timer.</p><p><span style="color: #ff0000;">Hidden Openings</span> : Really why do we need yet another single target snap aggro?</p><p><span style="text-decoration: underline;"><strong>Left over Monk problems pre-TSO</strong></span>, yes you fixed the Strength line in the Kingdom of Sky Brawler line.</p><p><span style="text-decoration: underline;"><strong>Wisdom Line from the Kingdom of Sky line.</strong></span></p><p><span style="color: #ff0000;">Crane Sweep </span>: It does rubbish damage and has a long recast. It needs a 100% damage increase and a 50% recast reduction.</p><p><span style="color: #ff0000;">Crane Twirl</span> : Let me ask you a question. How does 16% chance to proc 300-500 AoE Damage remotely compared to 40% Autoattack from the Warrior tree? Especially when the Warrior has his mythical and is hitting 2-4k autoattacks. Just change it to 40% AE Autoattack.</p><p><span style="text-decoration: underline;"><strong>Echoes of Faydwer Monk AA Tree</strong></span></p><p>I am going to concentrate on the 3 Endline Abilities and on that not why do the rest of the Classes get 4 Endline Abilites?</p><p><span style="color: #ff0000;">Superior Riposte</span> : Really needs to be turned back into a self only aoe blocker.</p><p><span style="color: #ff0000;">Combo</span> : Really needs a 50% recast reduction or be made into a Proc for Combat Arts and only Combat Arts.</p><p><span style="color: #ff0000;">Evade Check</span> : Is broken, it dehates Monks when we have our Taunt Proc buff on but doesn't dehate when we have our dehate proc buff on.</p><p>I sent a copy to Aeralik, awell.</p></span></p>

mr23sgte
11-07-2008, 02:22 AM
<p><span style="color: #ff0000;">Monk AA Heal</span> 50% Damage gives heal AA(whats the name?) - this needs to react when a lower amount of damage is done.</p><p><span style="font-size: x-small; color: #00ff00;">CHANGED: This Monk AA Med Healing changed tonight to 40%</span></p><p><span style="color: #ff0000;">Brawler End Ability</span> : How many damm times most it be said 50% triggers suck before you listen? Needs 30% of Max HP and a recast reduction</p><p><span style="color: #00ff00;"> <span style="font-size: x-small;">CHANGED:</span></span><span style="font-size: x-small;"> <span style="color: #00ff00;">Brawler  AA :Inner Focus" end ability changed to 35%</span></span></p><p><span style="font-size: x-small; color: #ff6600;">1) If we Could get the Monk "Peaceful Deception" Peel AA worked to a group encounter lock </span></p><p><span style="font-size: x-small; color: #ff6600;">2) Group FD "POP" AA AE blocker reworked without the FD part --make it toggle when the AA is chosen to not feign</span></p><p><span style="font-size: x-small; color: #00ff00;">CHANGED: Group FD AA is gone - was replaced with a AA to decrease the recast on the Monk Heal spell</span></p><p><span style="font-size: x-small; color: #ff6600;">3) Biting Cobra AA increase the debuff as well</span></p><p><span style="font-size: x-small; color: #ff6600;">4) "Hidden Openings"  Monk AA scrapped for something - we don't need another single threat increaser make it group buff/ group taunt or a out of encounter damage </span></p><p><span style="font-size: x-small;"><span style="color: #ff6600;"><span>5) "Bob and Weave" needs recast lessened and parry dodge amount increased to more than 20</span>/20</span></span></p><p><span style="font-size: x-small; color: #00ff00;">CHANGED: Dodge/Parry increased to 50/50 +100 Deflection</span></p>

ShinGoku
11-07-2008, 07:39 PM
<p>Well after forcing myself to log back into beta to see what had changed I can confirm...</p><p>I respecced my shadow AA tree and after buying the useful upgrades I still have 17 AA left to spend as the rest suck.</p><p>I took the stance buffs, the 2 attack buffs and a couple of other bits.</p><p>I can honestly say I haven't been this underwhelmed in a very long time.</p>

circusgirl
11-08-2008, 03:59 PM
<p>Any chance one of yall could post the ACTUAL AAs instead of just the complaints associated with them?  It would be incredibly helpful for those of us not in Beta.</p>

ShinGoku
11-08-2008, 05:02 PM
<p>Try this on for size <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p><a href="http://www.eq2flames.com/monks/32877-tso-aa.html" target="_blank" rel="nofollow">http://www.eq2flames.com/monks/32877-tso-aa.html</a></p><p>They have a nice comprehensive list for you <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>

ShinGoku
11-08-2008, 05:02 PM
<p>Annd there is more too:</p><p><a href="http://www.eq2flames.com/general-gameplay/32811-what-s-nda.html" target="_blank" rel="nofollow">http://www.eq2flames.com/general-ga...what-s-nda.html</a></p>

Zabjade
11-08-2008, 11:35 PM
<p><span style="color: #00cc00;">I see some good, some bad, and some that could use some improvement...</span></p>

mr23sgte
11-11-2008, 04:44 PM
<p>A few more changes ...</p>

Stabbath
03-30-2009, 04:25 PM
<p>Fall of phoenix is the group feign isn't it? It's a ca not aa.</p>

Troy
04-01-2009, 06:42 PM
<p><cite>Hereo@Unrest wrote:</cite></p><blockquote><p>Just bend over and enjoy it IMO ....after weeks of posting in beta about the WEAK AA's, Monk being non-balanced fighter comparison and raidwide nerf general we get responses like:</p><p>"<span><span style="color: #d2c5a9;">The change to this was intentional because a fighter should not be solely brought for the bonus of the buff.  I'd rather see a monk brought for a variety of reasons ranging from tanking, dps and the buff contributions.  The buff is pretty strong still with a nice casting speed and haste boost.  Bruiser, sk and pally are being brought more inline with the next update though to give small base amount boosts to combat arts/taunts, spells and heals respectively.  Berserker has dps now as well so everyone should have some smaller boosts which are nice but not something that is deemed mandatory.  Also the brawlers each buff 2 things which still keeps their desirability up on a raid for a raid spot.</span></span> "</p><p>and one of my favorites</p><p>"<span><span style="color: #d2c5a9;">All fighters do use the same base auto attack modifiers and share that with predators.  The rogues and bards are slightly less and I mean slightly.  Brawlers do have the highest base hit point modifier followed by warriors and then crusaders.  Again the differences are relatively small though and easily overcome by race, character traits, gear, spells or achievements which is probably why you see more guardians at the top.</span></span> "</p><p>Lets not forget this one on Dev Fist our new 5 min recast with no 25% to heroics</p><p><span><span style="color: #d2c5a9;">'The way hitpoints are going up though that portion of the skill just had to be altered.  Percentages can be evil in that respect because its a true percentage.  As we try to make content harder and adjusted for increased dps that involves increasing the hitpoints.  As the hit points keep going up that skill goes beyond what the top dps classes can do on their best skills.  this way is a decent compromise since you still have your insta kill for weak things but at the same time you get a balanced attack for group and raid encounters.  It can also crit again as well so you do have the additional crit damage that you are not accounting for that didnt exist in the past.</span></span> "</p></blockquote><p>Can you please source who wrote this crapola.</p>

jrolla777
04-01-2009, 10:14 PM
<blockquote><p>Can you please source who wrote this crapola.</p></blockquote><p>a dev, forgot who</p><p>i think the damage table comment was made in the beta tso forums.</p>

Siatfallen
04-02-2009, 02:06 PM
<p>Whoa necroposting!</p><p>On a more serious note, this helps my lazy self on the current issue thread. Comments still relevant will be swiped and added up there instead. 'Cuz I'm lazy like that.</p>

ShinGoku
04-05-2009, 07:14 PM
<p><cite>Leere@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Hereo@Unrest wrote:</cite></p><blockquote><p>Just bend over and enjoy it IMO ....after weeks of posting in beta about the WEAK AA's, Monk being non-balanced fighter comparison and raidwide nerf general we get responses like:</p><p>"<span><span style="color: #d2c5a9;">The change to this was intentional because a fighter should not be solely brought for the bonus of the buff.  I'd rather see a monk brought for a variety of reasons ranging from tanking, dps and the buff contributions.  The buff is pretty strong still with a nice casting speed and haste boost.  Bruiser, sk and pally are being brought more inline with the next update though to give small base amount boosts to combat arts/taunts, spells and heals respectively.  Berserker has dps now as well so everyone should have some smaller boosts which are nice but not something that is deemed mandatory.  Also the brawlers each buff 2 things which still keeps their desirability up on a raid for a raid spot.</span></span> "</p><p>and one of my favorites</p><p>"<span><span style="color: #d2c5a9;">All fighters do use the same base auto attack modifiers and share that with predators.  The rogues and bards are slightly less and I mean slightly.  Brawlers do have the highest base hit point modifier followed by warriors and then crusaders.  Again the differences are relatively small though and easily overcome by race, character traits, gear, spells or achievements which is probably why you see more guardians at the top.</span></span> "</p><p>Lets not forget this one on Dev Fist our new 5 min recast with no 25% to heroics</p><p><span><span style="color: #d2c5a9;">'The way hitpoints are going up though that portion of the skill just had to be altered.  Percentages can be evil in that respect because its a true percentage.  As we try to make content harder and adjusted for increased dps that involves increasing the hitpoints.  As the hit points keep going up that skill goes beyond what the top dps classes can do on their best skills.  this way is a decent compromise since you still have your insta kill for weak things but at the same time you get a balanced attack for group and raid encounters.  It can also crit again as well so you do have the additional crit damage that you are not accounting for that didnt exist in the past.</span></span> "</p></blockquote><p>Can you please source who wrote this crapola.</p></blockquote><p>That was all from Aeralik during beta.  I [Removed for Content] near quit after reading that stuff as it proved how out of touch with some classes the man was.</p>